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SEJUANI BUILD GUIDE: [S3] Sejuani: The Winter's Wrath by Foknes2

by Foknes2 (last updated over a year ago)

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9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Cooldown Reduction( -7.47% cooldowns)
3
Greater Quintessence of Movement Speed( +4.5% movement speed)
View Rune Details
Summoner Spells
View Summoner Details
9
21
0
mastery 1 mastery 1 0/1
mastery 2 mastery 2 2/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 2/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
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mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
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mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
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mastery 4 mastery 4 1/1
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mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
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mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
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mastery 4 mastery 4 0/1
mastery 2 mastery 2 1/1
21 Defense
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mastery 3 mastery 3 0/3
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mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
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mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Frost Armor
QArctic Assault
WFlail of the Northern Winds
EPermafrost
RGlacial Prison
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 0/1
mastery 2 mastery 2 2/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 2/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Frost Armor
QArctic Assault
WFlail of the Northern Winds
EPermafrost
RGlacial Prison

Champion Matchups

Notes

Sejuani rework is now LIVE! I'll be working on to update the guide as to reflect the new changes. I will have a few playthroughs first, then update most everything at once. Expect changes soon!

Introduction

Hello Summoners! My name is Foknes2, and I am a player in the NA server. Although I am not a high elo player (I rarely ever play ranked, to be honest) I avidly follow high elo and competitive matches, and have a good understanding of the game, and constantly aim to improve my strategies and decision making. I've experience in jungling, as well as in mid and adc. I first started jungling with Amumu, and quickly noticed Sejuani, or well, lack of Sejuani players. I tried her out back in Season 2, but was not sold on her at first. I picked her up in Season 3, after realising how much potential she had after a few buffs made her early game a little less unbearable, and the release of Liandry's Torment. Since, she has been my favourite jungler, and I hope to convince you to try her out and see her hidden potential.
Note: this is my first guide, suggestions, questions, and comments are all appreciated (:

Masteries and Runes

I'll be brief here, usually find offense more useful than utility. You can get points in CDR instead of attackspeed, if you don't feel like AS is very important. It doesn't amount to much in the end, unfortunately.

Runes:

Quints: I run movespeed. Helps a bit with map presence, and lets you get from camp to camp a little faster.

Marks: Really up to user's preference. Sejuani benefits from magic pen, but it isn't absolutely necessary to run them for reds.

Seals: Flat armor. You're a tanky jungler, who starts off really not tanky at all. Armor for yellows is the best for yellows.

Glyphs: I recommend either scaling or flat MR, or cooldown reduction. Sej likes lower cooldowns, and being able to keep W up early game dramatically speeds up your jungle.

Why Pick Sej?

First, quick introduction to who she is. Sej is a tank initiator, who deals a large amount of damage, if she's able to stick to the enemy. She isn't a splash pick, and needs to be carefully picked. She excels in teamfight oriented comps, as her presence is insane. Here are some pros and cons of Sejuani

Pros:
-Late game beast
-Very tanky
-Tonnes of damage
-Great Initiator
-Really cool, and pretty chill (wish I were funny :/)
-Catches all them nubs off guard (this girly can outduel a lot of bruiser junglers once she gets a few core items)
-Rides a boar

Cons:
-Reliant on early success in order to quickly Snowball
-Early game= Hell
-Smart players will abuse her early lack of an early game and steal her jungle, which renders her useless for a while
-Doesn't work on every team

Summoner Spells



Explanation:

Flash is an amazing summoners on Sejuani. The plays you can pull off with a + + combo are ridiculous. It also allows you to jump over walls when your is on cooldown. Works both offensively and defensively, and is probably the strongest summoners in the game.


Although you CAN run on Sej, it doesn't have the same play making potential as . It is useful if you need to stick to your target, and can give you more map presence. just brings more utility though.

You're a jungler with a terrible early game. If you're not taking , you're throwing the game. Hard. It's also necessary to secure/steal buffs, which can change the course of the game. Sejuani is a decent baron stealer, as she can go over the wall with , and back out. You can also throw your ultimate off in order to stun EVERYONE, making it a breeze to steal and back out.

You can also take exhaust for better ganks, especially early. I would really only consider if your support took ignite in an aggressive bottom lane. Good for shutting down threats.

Skills

Passive: Frost

Explanation:

This passive...blows. It is nearly unnoticeable, especially once you have red buff (stacks multiplicatively, making Frost only slow for 4%). This is really only useful for and , as well as monstrous damage with Liandry's Torment. Unfortunately, that's a luxury item for when you're either fed or late game.



Q: Arctic Assault

Explanation:

This is a decent gap closer, can go over most walls, and provides some soft cc and applies. Used early game to get to wraiths faster, saving you some time, as Northern Winds will have the increased damage on all enemies. Can be combo'd into a , for a significant range increase.



W: Northern Winds

Explanation:

I love this skill. It's similar to Amumu's W, but scales off of your max hp, rather than your enemy's.
This allows you to become a massive tank while dishing out sustained AoE damage. Warmogs gives this skill a huge damage boost, as does Sunfire Cape. Late game, with a Liandry's, your damage output will be insane. Contrary to popular belief, Sejuani DOES tonnes of damage. Remember to use this when your target is frosted, as it will result in more damage.


E: Permafrost

Explanation:

Permafrost is a good skill. It dishes out good damage, while providing decent, not outstanding, cc.
You can clear camps really fast once you get some levels in this. It also gives Sejuani a little more burst damage. When ganking solo lanes (usually top) a well timed will usually result in burnt from the opponent. You can also use this to secure *cough steal cough* kills.


R: Glacial Prison

Explanation:

This skill is broken. Period. It does good damage, provides stupid cc, and is nearly foolproof. You can legitimately miss this skill and end up stunning 3 people. A well placed (or misplaced, really) Glacial Prison should be able to turn the fight around, or let your team escape. It makes your ganking potential skyrocket, too. Remember that this applies , so wait until the stun is over and follow up with , in order to maximise your cc. This skill is amazing at initiating, as well as countering an initiation. If the enemy team is clustered, be sure to make them regret it.



Skill Order

>>>

You'll always want your ultimate for obvious reasons. W is your main source of damage throughout the game, as it scales off of your health. You can take an early point in at level 3 if you want to gank, otherwise, another point in will let you clear faster, as initially deals little damage. is just not worth maxing over the other two skills.

Item Builds

Starting Items: hunters-machete health-potion5 OR cloth-armor health-potion5

Machete is usually best, as you can upgrade it into an early spirit-stone. cloth-armor lets you build a wardens-mail which is good for when they've a fed carry, or multiple auto attackers (like an Irelia top)

Solo Queue/Casual stomping

Core: spirit-stone boots-of-speed giants-belt

Spirit Stone gives you a much needed sustain boost, boots let you get to more camps, gank more, get more gold. Giant belts stacking is amazing on Sejuani, due to her damage from W. Plus, being nearly unkillable is always nice..

Boots:
sorcerers-shoes OR boots-of-mobility OR ninja-tabi OR mercurys-treads

Sejuani can sport all sorts of shoes. If you're taking a more AP tank route, you may consider sorc shoes. If you wanna move really fast take Boots of mobility. Personally, I tend to stick with tabi or merc treads, depending on my opponent's comp. Tabi's defensive stats are underrated, and tenacity is always good. Alacrity and Homeguard are the recommended enchantments

Possible items:

sunfire-cape I usually rush this if their team has plenty of ad. It gives some nice health, some decent armour, and the passive helps you clear faster. It also adds up when you're in the middle of the fight, and it's procing on 5 people, alongside your W. This item is not a necessity though, and can be replaced with other tanky items.

warmogs-armor Lots of health, lots of sustain. You can even get two of these, if you're going full tank. I usually one up early in the game, as health is godlike in Season 3 and it also gives a nice boost to your W damage.

frozen-mallet Another item you can build off of a giants belt. Gives more sticking power, which makes up for a grave flaw in Sejuani's kit. I like this item better than Iceborn Gauntlet because you don't rely on procs (your cooldowns are kinda long) and it's more reliable overall. Health is also better than armor in Season 3 anyway.

liandrys-torment Your luxury/damage amplifier item. I usually get this, as it makes your damage go crazy. I once 2v5'd with a Darius, and we got an ace (their team was full health). This item also gives you some magic pen, which is always good.

abyssal-scepter This is a good item to get when your team, or the enemy team is AP heavy. It is a better item than spirit-visage, since the passive on that is wasted. This also gives you a little more punch, which is especially good on Permafrost, for some more burst damage.

aegis-of-the-legion Pick it up if your support doesn't have it. Was the most cost effective item in the game last time I checked the math.
runic-bulwark is also very efficient against AP heavy teams.

locket-of-the-iron-solari This item is amazing. And cheap. It does work better when you know your team though, but it's a perfectly viable first item on her in any game.

shurelyas-reverie More of a Season 2 item, when philo stone and heart of gold were common on tankier juinglers. Not really an amazing item to get, but if youre getting kited really hard by a poke comp and your support wont get it, hey, why not?

spirit-visage Dont recommend it too much, good mr, some health, wasted passive. If you're gonna get mr, bulwark and abyssal scepter are just more solid pickups.

randuins-omen Great item for when adc is fed, or they can disengage. Really, really solid.

I usually sell my spirit-stone as i find that the upgrades just dont bring enough to the table on her. A second warmogs or more auras are just more effective.

If there's any item you'd like to know more about, leave a comment and i'll add in more about it soon


More serious, team oriented build:

Core:

runic-bulwark locket-of-the-iron-solari

Add in other items according to your team, and their team composition. You'll want to adapt to what they're building.

If your support is making a lot of money through assists early, he could also build these items. Communication is key.

The key to building a character is not having a preset build. No game is the same, and you should always play the game you're in, rather than the ideal game. Although you'll always want a giant's belt, what you build out of it is largely situational. If your team needs you to be tankier early, a warmogs-armor may be the best investment, but if everyone in your team is huge already, remember that you CAN pickup mpen and damage in the forms of abyssal-scepter and liandrys-torment. Overall, make good decisions and read the game well, and you'll have success.

Jungling

A lot of people have misconceptions as to what a Jungler is. A jungler is not someone who is supposed to win lanes for your teammates. You will often be raged at by people, even when you are doing well. Junglers are scapegoats. Most people will whine about losing a lane, and instead of blaming their level 2 tower dive as to why they lost, they'll say "top no ganks, GG". As a jungler, your goal is to make use of the resources given to you by the game, and derive experience and gold from neutral monsters in the jungle. Since your opponents will not know where you are, you are able to pull of successful ganks, as the Fog of War protects you. Ganking, and when to gank, is the prerogative of the JUNGLER. If your top lane asks for constant ganks, you are not obligated to listen, unless you think it will result in something beneficial for the team. You should, of course, gank, as it changes lane dominance. You should also be nice to your teammates, and explain why you can't constantly be at their lane (gold, experience, other lanes etc). If a lane is lost, it is not your fault. Also, if your laner cannot stay alive for more than a minute, remember, his gold value will go down, and there is probably little you can do to help him come back; invest your time in winnable lanes. You cannot be everywhere at the same time, and sometimes people forget that. Communication, as always, is the easiest way to make your jungling experience a little more enjoyable.
(segments of this section were inspired by an article on lolpro.com on jungling)

As a support is an adc's best friend, your middle laner is your savior in the jungle. DuoQ with a middle will make your life easier. He can reach you fastest from anywhere, and can help you gank or steal/protect buffs.

Early Game

This is when you'll want to kill yourself. Your first few clears are painful, and you're susceptible to invades and to being counter jungled. Ask your teammates to protect Red (if you're starting Blue), and try to go for a smiteless first buff. If you're up against someone with a very fast clear, (e.g Olaf, Shyv, Lee, Shaco, Mundo etc) try to get your red as soon as possible, as they may try and steal it away. If you're against a slower jungler, you can take the more standard route and get wraiths and/or golems/second wolves. You can use your smite on blue if you're up against slow junglers. Your clear time is actually decent, you just lack the sustain to stay in the jungle. You can opt to take at level 3 if you want to gank earlier, though you'll probably be low on health, or have to wait until pots heal you, missing gold on camps. Your ganking potential explodes once you get . It's on a long cooldown, though, so use it carefully. I usually gank at level 4 after I go back. 90% of the time, when ganking top lane, will cause them to pop a summoners or two. You usually want to gank top and mid at first, as 2v1's are easier than 3v2's. Top is easier to gank then mid, as well.

Mid Game

Hopefully you didn't fall behind in the early game. If you did, mid game will be rough. If you didn't, though, you are finally starting to get beefy, and your ganks are now much stronger. With midgame, you want to stray from top lane and focus more on mid and bottomlane, as a successful gank may turn into a dragon. If the enemy jungler ganks top, call your team for dragon, as you will have numbers and a smite advantage. REMEMBER TO ALWAYS BUY WARDS. Your support isnt the only one responsible for those! Wards should be placed in a few key locations. a. buffs, both your own (against counter junglers) and theirs (trust me, Sejuani can counter jungle once she gets going). I usually notify my mid lane that I'll be stealing their blue, so that he can react in case I need help. Second blue steals are possible, especially if you get first blood or an assist. Sejuani DOES benefit from first bloods, and it comes down to good judgement on your part on whether you should take it for yourself or give it away and take the assist. Decisions like that can influence the game. b. their wraiths. This is a common ward spot to better monitor the location of your opponent in their jungle. c. Baron and Dragon, as well their wolves. River wards are good, especially if the whole team joins in. Big advantage. Also, make sure you dont stop farming. You need gold, too.

Late Game

Late game as Seju is easy. You're tankier than anyone else, and you provide more cc then anyone else. You have to know when to peel from your carry, and when to jump for theirs (you're bad at sticking to targets, but you can do good burst, and great sustained if your team has enough cc to keep you close to the enemies). Don't be reckless, as teamfights in this stage can define the game. Don't be afraid to 1v1, you can outduel most anyone with your w. As always, ward and keep on farming for more gold.

Team Fights

You are a teamfight Goddess. You may or may not be the primary initiator. In case you aren't, wait for the initiation, jump in, and use your ultimate to either follow up or turn the fight around. I often save it for when my team is all there, by initiating with a + combo. The enemy team usually engages, and then you Ulti, wait for cc to end, and E for maximum effectiveness. If you can't do that, throwing your ultimate out will initiate the fight, especially if you follow up with a ++ combo.

You are best when your team is also teamfight oriented, and can dish out AoE Damage. Here's the Wombo Combo for example:

You have an Orianna on your team. She Shields you. You use your to get close to the enemy team. She uses Command: Shockwave, pulling everyone in close. You immediately follow up with your Ultimate, and activate your W, as they are all frosted. Orianna can now follow up with Command: Attack, or Command: Dissonance. While you still have your E to keep them in place for a little longer, buying Orianna time for another (maybe even 2) Command Attacks.

People with strong AoE presence are synergies, while people who want to split push all day do not work as well, as you want strong teamfights to show off your ludicrous damage and durability. Never underestimate your power in teamfights. The boar reigns supreme.

Final Comments

I'll work on constantly update this guide, adding in some screenshots, more items, a synergy section (if i have time) etc. If you've any questions, feel free to leave a comment! :)
Hope you enjoyed the guide, and hopefully Sejuani seems more appealing to you.
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